1 /* Variations on RockDodger
2 * Space Rocks copyright (C) 2001 Paul Holt <pad@pcholt.com>
4 * Project fork 2004, Jason Woofenden and Joshua Grams.
5 * (a whole bunch of modifications and project rename)
7 * This program is free software; you can redistribute it and/or modify it
8 * under the terms of the GNU General Public License as published by the
9 * Free Software Foundation; either version 2 of the License, or (at your
10 * option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
31 #include <SDL/SDL_image.h>
40 #define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
41 #define NULLERROR(a) CONDERROR((a) == NULL)
43 // ************************************* STRUCTS
45 // Array of black pixel coordinates. This is scanned
46 // every frame to see if it's still black, and as
47 // soon as it isn't we BLOW UP
50 int dead; // has been blown out of the way
51 // to make room for a new ship appearing.
55 struct black_point_struct {
59 // Bang dots have the same colour as shield dots.
60 // Bang dots get darker as they age.
61 // Some are coloured the same as the ex-ship.
63 Uint16 c; // when zero, use heatcolor[bangdotlife]
64 float life; // When reduced to 0, set active = 0
66 float decay;// Amount by which to reduce life each time dot is drawn
69 // Engine dots stream out the back of the ship, getting darker as they go.
72 // The life of an engine dot
73 // is a number starting at between 0 and 50 and counting backward.
74 float life; // When reduced to 0, set active = 0
77 // Space dots are harmless background items
78 // All are active. When one falls off the edge, another is created at the start.
83 // ************************************* VARS
84 // SDL_Surface global variables
86 *surf_screen, // Screen
87 *surf_b_variations, // "variations" banner
88 *surf_b_on, // "on" banner
89 *surf_b_rockdodger, // "rockdodger" banner
90 *surf_b_game, // Title element "game"
91 *surf_b_over, // Title element "over"
92 *surf_ship, // Spaceship element
93 *surf_life, // Indicator of number of ships remaining
94 *surf_rock[NROCKS], // THE ROCKS
95 *surf_deadrock[NROCKS], // THE DEAD ROCKS
96 *surf_font_big; // The big font
100 // Structure global variables
101 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
102 struct rock_struct rock[MAXROCKS], *rockptr = rock;
103 struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
104 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
105 struct spacedot sdot[MAXSPACEDOTS];
107 // Other global variables
109 char *initerror = "";
111 float xship,yship = 240.0; // X position, 0..XSIZE
112 float xvel,yvel; // Change in X position per tick.
113 float rockrate,rockspeed;
114 float movementrate; // this controls the speed of everything that moves.
118 int nships,score,initticks,ticks_since_last, last_ticks;
122 int sound_flag = 1, music_flag = 0;
123 int tail_plume = 0; // display big engine at the back?
124 int friction = 0; // should there be friction?
125 float fadetimer = 0, faderate;
127 int pausedown = 0, paused = 0;
129 // bangdot start (bd1) and end (bd2) position:
130 int bd1 = 0, bd2 = 0;
140 enum states state = TITLE_PAGE;
141 float state_timeout = 600.0;
145 "Press SPACE to start",
146 "http://qualdan.com/vor/"
149 int bangdotlife, nbangdots;
150 Uint16 heatcolor[W*3];
154 extern int optind, opterr, optopt;
156 float dist_sq(float x1, float y1, float x2, float y2)
158 return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
161 // ************************************* FUNCS
165 return (float)random()/(float)RAND_MAX;
171 for(i = 0; i<MAXENGINEDOTS; i++) {
179 for(i = 0; i<MAXSPACEDOTS; i++) {
182 sdot[i].x = rnd()*(XSIZE-5);
183 sdot[i].y = rnd()*(YSIZE-5);
189 intensity = (int)(r*180 + 70);
190 sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
196 makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) {
198 // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
199 // TODO - generate and display dots in a circular buffer
206 begin_generate = SDL_GetTicks();
209 rawpixel = (Uint16 *) s->pixels;
211 //for(n = 0; n <= power/2; n++) {
215 for(x = 0; x<s->w; x++) {
216 for(y = 0; y<s->h; y++) {
217 c = rawpixel[s->pitch/2*y + x];
218 if(c && c != SDL_MapRGB(s->format,0,255,0)) {
220 theta = rnd()*M_PI*2;
224 bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel;
225 bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel;
226 bdot[bd2].x = x + xbang;
227 bdot[bd2].y = y + ybang;
229 // Replace the last few bang dots with the pixels from the exploding object
230 bdot[bd2].c = (endcount>0)?c:0;
231 bdot[bd2].life = 100;
232 bdot[bd2].decay = rnd()*3 + 1;
233 bdot[bd2].active = 1;
238 // If the circular buffer is filled, who cares? They've had their chance.
239 //if(bd2 == bd1-1) goto exitloop;
245 if(SDL_GetTicks() - begin_generate > 7) endcount++;
248 SDL_UnlockSurface(s);
253 draw_bang_dots(SDL_Surface *s) {
257 rawpixel = (Uint16 *) s->pixels;
261 for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
265 if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
266 // If the dot has drifted outside the perimeter, kill it
274 rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
275 bdot[i].life -= bdot[i].decay;
276 bdot[i].x += bdot[i].dx*movementrate;
277 bdot[i].y += bdot[i].dy*movementrate + yscroll;
297 draw_space_dots(SDL_Surface *s) {
300 rawpixel = (Uint16 *) s->pixels;
302 for(i = 0; i<MAXSPACEDOTS; i++) {
306 rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
307 sdot[i].x += sdot[i].dx*movementrate;
308 sdot[i].y += yscroll;
309 if(sdot[i].y > YSIZE) {
311 } else if(sdot[i].y < 0) {
321 draw_engine_dots(SDL_Surface *s) {
324 rawpixel = (Uint16 *) s->pixels;
326 for(i = 0; i<MAXENGINEDOTS; i++) {
328 edot[i].x += edot[i].dx*movementrate;
329 edot[i].y += edot[i].dy*movementrate + yscroll;
330 if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
332 } else if(edot[i].x<0 || edot[i].x>XSIZE) {
336 heatindex = edot[i].life * 6;
337 //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
338 rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
345 create_engine_dots(int newdots) {
347 double theta,r,dx,dy;
349 if(!tail_plume) return;
351 if(state == GAMEPLAY) {
352 for(i = 0; i<newdots*movementrate; i++) {
353 if(dotptr->active == 0) {
354 theta = rnd()*M_PI*2;
360 dotptr->x = xship + surf_ship->w/2-14;
361 dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1;
362 dotptr->dx = 10*(dx-1.5) + xvel;
363 dotptr->dy = 1*dy + yvel;
364 dotptr->life = 45 + rnd(1)*5;
367 if(dotptr-edot >= MAXENGINEDOTS) {
376 create_engine_dots2(int newdots, int m) {
378 double theta, theta2, dx, dy, adx, ady;
380 // Don't create fresh engine dots when
381 // the game is not being played and a demo is not beng shown
382 if(state != GAMEPLAY) return;
384 for(i = 0; i<newdots; i++) {
385 if(dotptr->active == 0) {
386 theta = rnd()*M_PI*2;
387 theta2 = rnd()*M_PI*2;
389 dx = cos(theta) * fabs(cos(theta2));
390 dy = sin(theta) * fabs(cos(theta2));
396 dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3;
397 dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3;
402 dotptr->dx = -20*adx + xvel;
403 dotptr->dy = 2*dy + yvel;
404 dotptr->life = 60 * adx;
407 dotptr->dx = 2*dx + xvel;
408 dotptr->dy = -20*ady + yvel;
409 dotptr->life = 60 * ady;
413 dotptr->dx = 20*adx + xvel;
414 dotptr->dy = 2*dy + yvel;
415 dotptr->life = 60 * adx;
418 dotptr->dx = 2*dx + xvel;
419 dotptr->dy = 20*ady + yvel;
420 dotptr->life = 60 * ady;
424 if(dotptr-edot >= MAXENGINEDOTS) {
432 drawdots(SDL_Surface *s) {
436 // Draw the background stars aka space dots
439 // Draw the score when playing the game or whn the game is freshly over
440 if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
441 SDL_UnlockSurface(s);
443 snprintscore_line(topline, 50, score);
444 SFont_Write(s,g_font,XSIZE-250,0,topline);
449 // Draw all the engine dots
452 // Create more engine dots comin out da back
453 if(!gameover) create_engine_dots(200);
455 // Create engine dots out the side we're moving from
456 for(m = 0; m<4; m++) {
457 if(maneuver & 1<<m) { // 'maneuver' is a bit field
458 create_engine_dots2(80,m);
462 // Draw all outstanding bang dots
463 //if(bangdotlife-- > 0)
466 SDL_UnlockSurface(s);
470 init(int fullscreen) {
477 // Where are our data files?
478 if(!find_files()) exit(1);
479 read_high_score_table();
482 // Initialize SDL with audio and video
483 if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
485 printf ("Can't open sound, starting without it\n");
489 atexit(SDL_CloseAudio);
490 sound_flag = init_sound();
493 // Initialize with video only
494 CONDERROR(SDL_Init(SDL_INIT_VIDEO) != 0);
500 // Attempt to get the required video size
501 flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
502 if(fullscreen) flag |= SDL_FULLSCREEN;
503 surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
505 // Set the title bar text
506 SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
508 NULLERROR(surf_screen);
510 // Set the heat color from the range 0 (cold) to 300 (blue-white)
511 for(i = 0; i<W*3; i++) {
512 heatcolor[i] = SDL_MapRGB(
514 (i<W)?(i*M/W):(M),(i<W)?0:(i<2*W)?((i-W)*M/W):M,(i<2*W)?0:((i-W)*M/W) // Got that?
519 NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
520 NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
522 NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
523 NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
525 NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
526 NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
528 NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
529 NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
531 NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
532 NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
534 surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
535 g_font = SFont_InitFont(surf_font_big);
537 // Load the spaceship graphic.
538 NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
539 NULLERROR(surf_ship = SDL_DisplayFormat(temp));
541 // Load the life indicator (small ship) graphic.
542 NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
543 NULLERROR(surf_life = SDL_DisplayFormat(temp));
545 // Create the array of black points;
546 SDL_LockSurface(surf_ship);
547 raw_pixels = (Uint16 *) surf_ship->pixels;
548 for(i = 0; i<surf_ship->w; i++) {
549 for(j = 0; j<surf_ship->h; j++) {
550 if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
558 SDL_UnlockSurface(surf_ship);
563 // Load all our lovely rocks
564 for(i = 0; i<NROCKS; i++) {
567 sprintf(a,add_path("sprites/rock%d.png"),i);
568 NULLERROR(temp = IMG_Load(a));
569 NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
571 sprintf(a,add_path("sprites/deadrock%d.png"),i);
572 NULLERROR(temp = IMG_Load(a));
573 NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
576 // Remove the mouse cursor
578 SDL_ShowCursor(SDL_DISABLE);
588 struct black_point_struct *p;
592 float fadegame,fadeover;
601 // Draw a fully black background
602 SDL_FillRect(surf_screen,NULL,0);
604 // Draw the background dots
605 drawdots(surf_screen);
608 if(!gameover && state == GAMEPLAY ) {
609 src.w = surf_ship->w;
610 src.h = surf_ship->h;
615 SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
618 // Draw all the rocks, in all states
619 for(i = 0; i<MAXROCKS; i++) {
622 src.w = rock[i].image->w;
623 src.h = rock[i].image->h;
626 dest.x = (int) rock[i].x;
627 dest.y = (int) rock[i].y;
630 SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
635 // If it's game over, show the game over graphic in the dead centre
638 if(fadetimer<3.0/faderate) {
639 fadegame = fadetimer/(3.0/faderate);
644 if(fadetimer<3.0/faderate) {
646 } else if(fadetimer<6.0/faderate) {
647 fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
652 src.w = surf_b_game->w;
653 src.h = surf_b_game->h;
656 dest.x = (XSIZE-src.w)/2;
657 dest.y = (YSIZE-src.h)/2-40;
658 SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
659 SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
661 src.w = surf_b_over->w;
662 src.h = surf_b_over->h;
665 dest.x = (XSIZE-src.w)/2;
666 dest.y = (YSIZE-src.h)/2 + 40;
667 SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
668 SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
673 src.w = surf_b_variations->w;
674 src.h = surf_b_variations->h;
677 dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
678 dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
679 SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
680 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
682 src.w = surf_b_on->w;
683 src.h = surf_b_on->h;
686 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
687 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
688 SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
689 SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
691 src.w = surf_b_rockdodger->w;
692 src.h = surf_b_rockdodger->h;
695 dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
696 dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
697 SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
698 SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
700 text = "Version " VERSION;
701 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
702 SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
704 text = sequence[(int)(fadetimer/40)%NSEQUENCE];
705 //text = "Press SPACE to start!";
706 x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
707 SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
710 case HIGH_SCORE_ENTRY:
712 if(!process_score_input()) { // done inputting name
714 // Change state to briefly show high scores page
715 state = HIGH_SCORE_DISPLAY;
718 // Write the high score table to the file
719 write_high_score_table();
721 // Play the title page tune
725 case HIGH_SCORE_DISPLAY:
726 // Display de list o high scores mon.
727 display_scores(surf_screen, 150,50);
730 ; // no action necessary
733 if(!gameover && state == GAMEPLAY) {
734 SDL_LockSurface(surf_screen);
735 raw_pixels = (Uint16 *) surf_screen->pixels;
736 // Check that the black points on the ship are
737 // still black, and not covered up by rocks.
738 for(p = black_point; p<blackptr; p++) {
739 offset = surf_screen->pitch/2 * (p->y + (int)yship) + p->x + (int)xship;
740 if(raw_pixels[offset]) {
745 SDL_UnlockSurface(surf_screen);
748 // Draw all the little ships
749 if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
750 for(i = 0; i<nships-1; i++) {
751 src.w = surf_life->w;
752 src.h = surf_life->h;
755 dest.x = (i + 1)*(src.w + 10);
757 SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
763 n = SDL_GetTicks()-initticks;
765 ticks_since_last = n-score;
769 ticks_since_last = SDL_GetTicks()-last_ticks;
770 last_ticks = SDL_GetTicks();
771 if(ticks_since_last>200 || ticks_since_last<0) {
775 movementrate = ticks_since_last/50.0;
776 if(state == GAMEPLAY) {
777 score += ticks_since_last;
781 // Update the surface
782 SDL_Flip(surf_screen);
796 // Count down the game loop timer, and change state when it gets to zero or less;
798 if((state_timeout -= movementrate*3) < 0) {
801 // Create a new ship and start all over again
807 state = HIGH_SCORE_ENTRY;
808 state_timeout = 5.0e6;
809 if(new_high_score(score)) {
811 SDL_EnableUNICODE(1);
812 while(SDL_PollEvent(&e))
815 state = HIGH_SCORE_DISPLAY;
819 case HIGH_SCORE_DISPLAY:
821 state_timeout = 500.0;
823 case HIGH_SCORE_ENTRY:
824 // state = TITLE_PAGE;
826 // state_timeout = 100.0;
829 state = HIGH_SCORE_DISPLAY;
830 state_timeout = 200.0;
833 ; // no action necessary
836 if(state == DEAD_PAUSE) {
837 float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
838 if(xship < 60) xship = 60;
839 for(i = 0; i<MAXROCKS; i++ ) {
841 if(rock[i].x <= 0) continue;
842 dx = rock[i].x - xship;
843 dy = rock[i].y - yship;
844 n = sqrt(dx*dx + dy*dy);
845 if(n < blast_radius) {
847 rock[i].xvel += rockrate*(dx+30)/n;
848 rock[i].yvel += rockrate*dy/n;
855 if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
858 if(rockptr-rock >= MAXROCKS) {
861 if(!rockptr->active) {
862 rockptr->x = (float)XSIZE;
863 rockptr->xvel = -(rockspeed)*(1 + rnd());
864 rockptr->yvel = rnd()-0.5;
865 rockptr->type_number = random() % NROCKS;
866 rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
868 rockptr->y = rnd()*(YSIZE + rockptr->image->h);
870 if(movementrate>0.1) {
871 countdown = (int)(ROCKRATE/movementrate);
879 xvel *= pow((double)0.9,(double)movementrate);
880 yvel *= pow((double)0.9,(double)movementrate);
881 // if(abs(xvel)<0.00001) xvel = 0;
882 // if(abs(yvel)<0.00001) yvel = 0;
886 xship += xvel*movementrate;
887 yship += yvel*movementrate;
890 yscroll = yship - (YSIZE / 2);
891 yscroll += yvel * 25;
893 yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
895 yscroll = yscroll*movementrate;
898 // Move all the rocks
899 for(i = 0; i < MAXROCKS; i++) {
901 rock[i].x += rock[i].xvel*movementrate;
902 rock[i].y += rock[i].yvel*movementrate + yscroll;
903 if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
909 rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
910 rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01;
913 if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
922 if(xship<0 || xship>XSIZE-surf_ship->w) {
923 // BOUNCE from left and right wall
924 xship -= xvel*movementrate;
929 if(yship<0 || yship>YSIZE-surf_ship->h) {
930 // BOUNCE from top and bottom wall
936 if(draw() && state == GAMEPLAY) {
937 // Play the explosion sound
939 makebangdots(xship,yship,xvel,yvel,surf_ship,30);
943 state_timeout = 200.0;
945 faderate = movementrate;
949 state_timeout = 20.0;
956 keystate = SDL_GetKeyState(NULL);
958 if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
962 if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
964 for(i = 0; i<MAXROCKS; i++ ) {
989 keystate = SDL_GetKeyState(NULL);
992 if(state == GAMEPLAY) {
996 if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver |= 1<<3;}
997 if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver |= 1<<1;}
998 if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver |= 1<<2;}
999 if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver |= 1;}
1000 if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
1003 if(keystate[SDLK_p] | keystate[SDLK_s]) {
1008 src.w = surf_b_variations->w;
1009 src.h = surf_b_variations->h;
1012 dest.x = (XSIZE-src.w)/2;
1013 dest.y = (YSIZE-src.h)/2;
1014 SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
1015 // Update the surface
1016 SDL_Flip(surf_screen);
1029 } else if(state == GAME_OVER) {
1030 if(keystate[SDLK_SPACE]) {
1038 main(int argc, char **argv) {
1039 int i, x, fullscreen;
1047 while ((x = getopt(argc,argv,"efhmps")) >= 0) {
1052 case 'f': // fullscreen
1056 printf("Variations on RockDodger\n"
1057 " -e big tail [E]ngine\n"
1058 " -f [F]ull screen\n"
1059 " -h this [H]elp message\n"
1060 " -m enable [M]usic\n"
1061 " -p original [P]hysics (friction)\n"
1062 " -s [S]ilent (no sound)\n");
1067 case 'p': // physics
1077 if(init(fullscreen)) {
1078 printf ("ta: '%s'\n",initerror);
1082 for(i = 0; i<MAXROCKS; i++) {
1088 initticks = SDL_GetTicks();